The selection of DevGAMM tech talks in Minsk

By November 14, 2017News

This year DevGAMM Minsk 2017 is going to surprise you with a great variety of technical topics. Therefore, we decided to introduce a selection of these sessions to our blog post. It is a good opportunity for you to choose beforehand what kind of talks you would like to visit. The leading game industry experts are going to discuss different aspects of work with AR, Unity, Unreal Engine. You’ll also learn about optimization of mobile platforms, Machine Learning and more.

Made with Unity

C# Job System — Writing Safe Multi-Threaded Code in Unity


When&Where: Blue Hall, November 16, 11:15 am

Unity Technologies wants Unity games to fully utilize all CPU cores. In this talk Valentin Simonov, Field Engineer, Unity Technologies, is going to touch on the C# Job System — a new paradigm of writing multi-threaded C# code that runs faster than native code and is absolutely safe.

Denial, Anger, Bargaining, Depression, and Solution: Making an Open-World Game in Unity

When&Where: Blue Hall, November 16, 12:30 pm

Pathologic 2 is an open-world in Unity with a decently big world. In this talk Maria Khomenko, Developer, Ice-Pick Lodge, will discuss the numerous challenges that designing its systems posed and the company’s solutions to them.

Game project on iOS/Android/Steam: traps, bonuses and a bit of luck

When&Where: Blue Hall, November 16, 3:30 pm

Dmitriy Fokin, CEO, CarX Technologies, is going to talk about analytics of 6 projects which are at in-house development: 5 PC and console, 1 mobile. The analytics of salaries, social packages, level of motivation and involvement.

Textures not for texturing

When&Where: Blue Hall, November 16, 4:00 pm

In this talk Andrew Chaiko, Senior Unity Developer, Heyworks, will describe you the work with textures from the other side. You’ll see how textures can be used in shaders to create exciting and cheap VFXs.

Perfecting Platform Physics

When&Where: Yellow Hall, November 17, 11:00 am

Most people can make a platformer, but it takes a lot of work to make a platformer really feel amazing. Alex Rose, Lead Developer, Alex Rose Games, is going to build a perfect physics engine from the ground up in Unity. From smooth jump physics to moving platforms and more.

Machine Learning in Unity – How to give your game AI a real brain

When&Where: Yellow Hall, November 17, 4:15 pm

Two speakersCiro Continisio, Technical Evangelist, Unity Technologies, and Alessia Nigretti, Technical Evangelist, Unity Technologies, are going to discover how to implement Machine Learning through Unity, and how to use its power to create the next level of AI.

Made with Unreal

How i spent my AR summer


When&Where: Blue Hall, November 17, 11:00 am

During this talk provided by Oleg Chumakov, CEO,, you’ll learn what you need to know to join AR revolution and what they already did to save your time working with ARKit. Postmortem of developing ARrived godsim sandbox game.

Blueprint vs. C++ in UE4

When&Where: Blue Hall, November 17, 11:30 am

Blueprint usage is often subject in UE4 discussions. From one hand some programmers do not believe in visual scripting, from another hand blueprints are very unusual for game designers. Leonid Gorbachev, CTO, OctoBox Interactive, has an interesting experience to share how to use both languages better.

Large multiplayer UE4 project: How to build development infrastructure

When&Where: Blue Hall, November 17, 3:00 pm

This session is dedicated to the  development infrastructure of a big project. Alexander Sorokin, Project technical director, Vizor Games, will explain you how they created it and what they still have to do.

Organization and building of materials (shaders) in Unreal Engine 4

When&Where: Blue Hall, November 17, 5:30 pm

Dmitry Borisov, Technical Artist, OctoBox Interactive will tell you about the way he understand the materials in the Unreal Engine 4. He is going to show how the company work with the materials in their project.

Online Beacons in Unreal Engine: Tips and Tricks

When&Where: Blue Hall, November 17, 6:00 pm

During this talk, provided by Victor Schepkin, Unreal Engine developer, OctoBox Interactive, you’ll learn what are “Online Beacons” and how do they work, how can you use them and what can they do for us. Victor is going to find the answers to these and many other questions.

Finding the Game

When&Where: Red Hall, November 17, 12:45 pm

In this talk, Dell Siefert, Lead Designer, Blind Squirrel Games, will unravel you the secret of how to find a game’s identity through honesty and quick iteration. He’ll discuss development trends and the challenges of distinct IP.


Optimization and automation in cross platform development (based on Batman: The Enemy Within)

When&Where: Red Hall, November 17, 4:15 pm

Telltale games simultaneously releases on mobile, console , and desktop 15 times a year. In this talk, Zacariah Litton, VP of Engineering, Telltale Games, will dive into the philosophy, automation, tools, and process which makes this possible.

Games as a Service: Lessons learned from The Walking Dead: No Man’s Land

When&Where: Red Hall, November 16, 4:45 pm

Sylvain Cunzi, Technical Director, Engineering, Next Games will go through the journey of Next Games: from the early development of their backend in Azure to the launch and live operation of The Walking Dead: No Man’s Land. He is going to explore the main technical decisions and share the key learnings on how they build games as services.

ECS in game development – good software architecture for everyone

When&Where: Blue Hall, November 16, 5:15 pm

Kirill Nadezhdin, Lead programmer, Kumo Kairo is going to share the insight on how to break the chains of OOP design with Entity Component System paradigm. It will be a good software architecture for everyone.

Protecting your mobile game from the most common hacks

When&Where: Blue Hall, November 16, 4:45 pm

As your mobile game grows, it’s a matter of time until someone decides to hack it. A so-called “hacker” can impact your profits even without having any technical experience. During this talk, Alexey Chubar, Technical Project Lead, BIT.GAMES, will unravel the most common threats and how to protect against them.

Practical game rendering optimizations for mobile platforms

When&Where: Yellow Hall, November 17, 3:00 pm

Igor Lobanchikov, CTO, Confetti will talk about mobile-specific GPU optimizations which can bring fill-featured desktop deferred shading-based rendering pipeline to 3-year old mobile hardware. He used to work at GSC Game World that developed S.T.A.L.K.E.R game series.

The use of AR at musical games

When&Where: Purple Hall, November 16, 11:15 am

The session provided by Alex Parhimovich, Lead iOS Engineer, Gismart, is about the designing and development of music mobile game using AR on the example of Gismart company.

Flash is dead, long live Haxe

When&Where: Blue Hall, November 17, 3:30 pm

Transition from Flash / AIR to Haxe. Vyacheslav Buynov, Haxe engineer, Playtika, will give you insights on how to get a cross-platform application (web + mobile) with one code base.

How to choose technology, create a team, and release the first game

When&Where: Blue Hall, November 17, 4:45 pm

The choice of technology, engine and relationship building for the first game is  always a wonderful thriller with an unpredictable plot. The team from Yoshkar-Ola – Alexandra Marcius, Developer, Wise Hedgehog Studio, Roman Petrov, CTO, Wise Hedgehog Studio, will tell their story which ended with the release of the game on the PlayStore and the App Store.

Come and join us at DevGAMM Minsk 2017. Visit a wide range of technical talks. Try to level-up your skills. Hurry up, buy tickets now! :)